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(+2)

There's definitely some solid concepts in here!  

In the end, I did fight Kronii in the Throne of Eons and I spent my time maxing out all of the upgrade tree before fighting her.  It admittedly made the Kronii fight quick work... though I personally like that taking the time to max everything out actually has you feel strong though (similar to how finishing all the side-quests in a typical RPG is bound to leave you overleveled for the final boss).  Maybe there'd be some fine tuning to not make the final boss a cakewalk but still... feeling strong after grinding is a nice feeling.

What I would personally say is I am most fond of are the types of enemies that there are.  There's only the melee, the ranged, and the shield/tank... but that's enough of building blocks to create more unique encounters in a longer game with more levels.  I already felt a bit of that when I got lucky with some of the randomization gave me something like a couple of shield enemies with a ranged enemy behind 'em.

One thing I wasn't fond though was, in a way, the anti-synergy of gaining more time reducing the rewards I would get.  I know the initial mechanic of staying later to get more rewards was meant to be a risk/reward kind of deal, but then gaining time just felt like it punished me when I got to the point where I was able to clear out as much as I could see on the map and then I just sat waiting until I estimated I'd get at least 1.8x the rewards when leaving through a distortion. In the end though, that's just how I personally feel.

So unless I missed something, there's only the Timeswept Graveyard and the Throne of Eons so I think I got through all the game has to offer.  And overall, I enjoyed my 20 minutes with the game!

(+1)

Thanks for playing!


I tried my best to balance the boss fight so that it worked in the way you experienced - taking the time to fill out the tree should have had a reasonable reward, and I felt like significantly speeding up the boss fight was a fair enough return for the time investment.

Enemies were something I was a little concerned about honestly. I didn't want to try to shoot for the moon with this jam, so that required really just having some basic enemy types, and the shield enemies were on the cutting room floor for a bit. Their entire purpose was to make the other enemies more difficult by just being a wall, letting other allies attack. I think one of the things that helped was changing the aggro mechanics during the grace period, since previously enemies would just stand around, until hit. But now, if there's a group, they'll all come after you, which forces you to handle the shielders so that you can take out the actual threats. Small change but I do think it made a big difference.


On the topic of end game runs, I've heard something similar from teammates, so I'm going to look into enhancing the spawn system to start spawning enemies once the time reaches halfway down, and I'm hoping that will help offset the map feeling empty once you get far enough in a run.


Thanks for the feedback, for taking the time to play, and I'm glad you enjoyed the game!

(+1)

About the enemies: that's interesting that you were considering cutting out the shield enemies.  I definitely think it was for the better you kept them in, in the end.  They were the enemies that forced me to move the most and to actually plan around doing stuff.  Melee enemies, I just had to back up while shooting at 'em.  Ranged enemies, just moved side to side while shooting.  It was the shield enemies that ultimately forced me to move around, especially then when they were blocking the shots for the other enemies.  You made do with the time you had and I think it worked out well.

And oooh, about looking to enhance the spawn system... that implies you would be working on this game still.  If so, I'd definitely be happy to give it another go when that time comes.

(+1)

That's great to hear - I can divulge that the roadmap looks like at least 1 more post jam build scheduled, but the team is discussing how feasible it is to add some more content and bring it more in line with what the original plan had looked like, adding a little more content (not a crazy amount, but still something), but I've already made a handful of updates based on feedback from the comments here, so it genuinely wouldn't be possible without everyone's input!